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What are you asking for? |
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@Alf21 I think it'd be better to describe this with a few use cases instead of how you might accomplish it. You mentioned achievements as one so could you elaborate on that use case and add others? |
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A short time ago, we received the possibility to work with WebSockets, so we are able fetching data asynchronously, giving the player the possibility e.g. to interact with the game longer than one session too.
I thought about a system where you can fetch player-based data that shouldn't be server- or session- restricted nor clientside-saved, for example an achievement system. But every other system that could need an interaction with webresources needs this as well: A possibility to connect to a webservice securely.
Why does it not work currently:
Currently, you download the whole add-on as client, so you can such search in the files for the webservice login keys. Or if projects are community hosted, you can simply search them on GitHub. If you have access to the not very "secured" key, you can modify databased at your wishes.
How should that stuff be handled imo:
It would be cool if we had a organization based possibility to add environment vars that are used inside server-sided functions to connect to a websocket. The server shouldn't be able to fetch environment vars directly as that would give server-owners the possibility to receive an org-based secured key. Accordingly, a function that would send a message to a org-based proxy (which inserts the org-based key (if the message was send from a valid server) and sends the server-sended data to a org-based webresource) would handle that issue.
I know that's a lot of networking stuff and definitely not needed currently, but would be a cool feature in the upcoming time to add achievements and keep people long-time playing, server-independently. Maybe there are better ideas, just putting my 2 neurons together.
What do you think? 😄
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